Blog Archives

Player Agency & Pacing

Today I’ll be returning to the well of Player Agency. This week, instead of tracing an issue across the Agency Scale, I’d like to spend some time dissecting one of the hardest parts of running a game where Player Agency is important: Pacing.

While pacing can be a problem even in the most railroaded games, the problem compounds itself when the shape of the plot is largely out of the GM’s hands. Even if a GM has filled in enough detail and concepts into a world and is nimble enough on their storytelling feet to fill in anything that he hasn’t thought of such that the players can move through it however they want, it’s a simple fact that all elements of a campaign are not going to be equally interesting.
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The Night the PCs Stole Plotmas

I’ve written a fair bit on the subject of player agency. I suspect I find it more interesting than the topic probably warrants. There is a reason for this. It has to do with a situation in which I set out to respect player agency as much as possible, and the players took advantage of that fact. As I mentioned before, I once was one of the Storytellers for a vampire LARP. This experience resulted in the third and – thus far – final time I pledged to myself that I would never ST a LARP again.

That’s not to say that it was a bad experience, or that it was a bad game. On the whole, I think it was successful. Some people seem to still hold the events of that year in high esteem. Others refuse to ever speak of it again. I suspect a lot of my fascination with player agency comes from all the times I’ve thought about how things went that year.
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Player Agency & Death, Part 1

Last week, I wrote about Player Agency and the social contract that it implied between the GM and the players. In case that post didn’t make it clear, I find player agency, particularly the gradient between complete player freedom and strict railroading, to be immensely interesting. This one thing effects just about every aspect of this hobby, but generally gets relegated to a terse, binary debate. I’d love to see more open discussion and exploration of how this agency scale affects the different aspects of roleplaying.

Today’s topic

I suppose that’s all just my way of saying that I’m going to keep coming back to this idea until I run out of excuses. Hopefully, I don’t bore my meager readership into non-existence before I run out of permutations.

Today, I’m gonna belabor the connection between player agency and death. Since I’ll be talking about particular games I’ve been involved in, all allowances and disclaimers apply.
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